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Legends & Lore: What Worked, What Didn't
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<blockquote data-quote="Lokiare" data-source="post: 6259908" data-attributes="member: 83996"><p><strong>Advantage and Disadvantage</strong></p><p></p><p>Advantage and disadvantage obsfucates the many small +'s and -'s. However this is not desirable. For those that want a quicker game it is desirable, but for those that like optimization, it doesn't work. Since there is no stacking or 1 for 1 cancelation, the (dis)advantage mechanic just takes away a lot of the fun stacking and optimization that used to exist. For a simpler game it would be a great optional rule. As a universal rule, it doesn't work.</p><p></p><p><strong>Weapon Powers</strong></p><p></p><p>Again if you had kept the simple weapons with no properties as an optional rule and put in the weapon maneuvers that anyone trained in the weapon could attempt, then that would have added a whole lot to the game. As it is though, it severely limits the game. If you want to do something cool with a weapon you have to hope the DM will let you improvise (the improvise thing is totally up to the DM and some DMs will tell you flat out 'no' others will say 'autosuccess' while others will make you roll multiple checks to succeed) or you have to waste one of your 3-5 feats you get over the course of 17 levels (since many will start at 4th instead of 1st) or you have to grab a specific class with a specific feature, as if only certain people can learn these things.</p><p></p><p><strong>Concentration</strong></p><p></p><p>This ties into the trend that only casters should be complex. Its also a balance mechanic to keep neo-vancian casters from being too powerful. In 4E because of the spell recovery structure and the way spells were worded casters did not need to be put in check by arbitrary rules like this one. In other words there are other ways to do this. One is to get rid of the neo-vancian casting mechanic. Of course its biased to make casters more complex and keep the complexity out of the non-casters. Instead of making options so non-casters can be complex or not complex while at the same time making options so casters can be complex or not complex. To me this is just a failure to understand the problem.</p><p></p><p><strong>Auto Success</strong></p><p></p><p>This feature is one of the only ones that I mostly agree with. Although it could be worded better where if an action has no negative consequence on a failure that 'eventually' they succeed. Only make them roll when rushed or threatened. For instance climbing a ladder under normal circumstances has no real negative impact. The chance of falling off a ladder is very small if you are careful. However if you are being chased by goblins and being shot at with arrows a check to keep from falling off might be in order.</p><p></p><p><strong>Feedback</strong></p><p></p><p>The surveys were self selecting. Meaning that as people decided they didn't like what they saw more people left and were replaced by those that liked what they saw. In other words any information you got from the surveys was likely only to be from the portion of your potential customers that your current packet most matched. So what I predict will happen is that on release you'll get about as much support as 4E and 3E and all editions got on release. Then shortly after that (1-2 years) you'll have a huge drop off and be working on the next edition (or your resumes) in a shorter time than 4E.</p></blockquote><p></p>
[QUOTE="Lokiare, post: 6259908, member: 83996"] [b]Advantage and Disadvantage[/b] Advantage and disadvantage obsfucates the many small +'s and -'s. However this is not desirable. For those that want a quicker game it is desirable, but for those that like optimization, it doesn't work. Since there is no stacking or 1 for 1 cancelation, the (dis)advantage mechanic just takes away a lot of the fun stacking and optimization that used to exist. For a simpler game it would be a great optional rule. As a universal rule, it doesn't work. [b]Weapon Powers[/b] Again if you had kept the simple weapons with no properties as an optional rule and put in the weapon maneuvers that anyone trained in the weapon could attempt, then that would have added a whole lot to the game. As it is though, it severely limits the game. If you want to do something cool with a weapon you have to hope the DM will let you improvise (the improvise thing is totally up to the DM and some DMs will tell you flat out 'no' others will say 'autosuccess' while others will make you roll multiple checks to succeed) or you have to waste one of your 3-5 feats you get over the course of 17 levels (since many will start at 4th instead of 1st) or you have to grab a specific class with a specific feature, as if only certain people can learn these things. [b]Concentration[/b] This ties into the trend that only casters should be complex. Its also a balance mechanic to keep neo-vancian casters from being too powerful. In 4E because of the spell recovery structure and the way spells were worded casters did not need to be put in check by arbitrary rules like this one. In other words there are other ways to do this. One is to get rid of the neo-vancian casting mechanic. Of course its biased to make casters more complex and keep the complexity out of the non-casters. Instead of making options so non-casters can be complex or not complex while at the same time making options so casters can be complex or not complex. To me this is just a failure to understand the problem. [b]Auto Success[/b] This feature is one of the only ones that I mostly agree with. Although it could be worded better where if an action has no negative consequence on a failure that 'eventually' they succeed. Only make them roll when rushed or threatened. For instance climbing a ladder under normal circumstances has no real negative impact. The chance of falling off a ladder is very small if you are careful. However if you are being chased by goblins and being shot at with arrows a check to keep from falling off might be in order. [b]Feedback[/b] The surveys were self selecting. Meaning that as people decided they didn't like what they saw more people left and were replaced by those that liked what they saw. In other words any information you got from the surveys was likely only to be from the portion of your potential customers that your current packet most matched. So what I predict will happen is that on release you'll get about as much support as 4E and 3E and all editions got on release. Then shortly after that (1-2 years) you'll have a huge drop off and be working on the next edition (or your resumes) in a shorter time than 4E. [/QUOTE]
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